load commands from elements (for using Lua to generate the command name)
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+23
-1
@@ -192,7 +192,7 @@ void Actor::LoadFromNode( const CString& sDir, const XNode* pNode )
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//
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//
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// Load commands
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// Load command attributes
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//
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//
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FOREACH_CONST_Attr( pNode, a )
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FOREACH_CONST_Attr( pNode, a )
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{
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{
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@@ -214,6 +214,28 @@ void Actor::LoadFromNode( const CString& sDir, const XNode* pNode )
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AddCommand( sCmdName, apac );
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AddCommand( sCmdName, apac );
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}
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}
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//
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// Load command elements
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//
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FOREACH_CONST_Child( pNode, c )
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{
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CString sKeyName = c->m_sName; /* "OnCommand" */
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if( sKeyName != "Command" )
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continue; /* not a command */
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CString sName;
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c->GetAttrValue( "Name", sName );
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CString sValue;
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c->GetAttrValue( "Value", sValue );
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THEME->EvaluateString( sName );
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THEME->EvaluateString( sValue );
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apActorCommands apac( new ActorCommands( sValue ) );
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AddCommand( sName, apac );
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}
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/* There's an InitCommand. Run it now. This can be used to eg. change Z to
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/* There's an InitCommand. Run it now. This can be used to eg. change Z to
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* modify draw order between BGAs in a Foreground. */
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* modify draw order between BGAs in a Foreground. */
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PlayCommand( "Init" );
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PlayCommand( "Init" );
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